예제 #1
0
void StartupFeedbackEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
    effects->paintScreen(mask, region, data);
    if (m_active) {
        GLTexture* texture;
        switch(m_type) {
        case BouncingFeedback:
            texture = m_bouncingTextures[ FRAME_TO_BOUNCE_TEXTURE[ m_frame ]];
            break;
        case BlinkingFeedback: // fall through
        case PassiveFeedback:
            texture = m_texture;
            break;
        default:
            return; // safety
        }
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        texture->bind();
        bool useShader = false;
        if (m_type == BlinkingFeedback) {
            const QColor& blinkingColor = BLINKING_COLORS[ FRAME_TO_BLINKING_COLOR[ m_frame ]];
            if (m_blinkingShader && m_blinkingShader->isValid()) {
                useShader = true;
                ShaderManager::instance()->pushShader(m_blinkingShader);
                m_blinkingShader->setUniform("u_color", blinkingColor);
            } else {
#ifndef KWIN_HAVE_OPENGLES
                // texture transformation
                float color[4] = { blinkingColor.redF(), blinkingColor.greenF(), blinkingColor.blueF(), 1.0f };
                glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
                glColor4fv(color);
                glActiveTexture(GL_TEXTURE1);
                texture->bind();
                glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
                glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
                glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
                glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
                glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT);
                glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
                glActiveTexture(GL_TEXTURE0);
                glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
#endif
            }
        } else if (ShaderManager::instance()->isValid()) {
            useShader = true;
            ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
        }
        texture->render(m_currentGeometry, m_currentGeometry);
        if (useShader) {
            ShaderManager::instance()->popShader();
        }
        if (m_type == BlinkingFeedback && !useShader) {
#ifndef KWIN_HAVE_OPENGLES
            // resture states
            glActiveTexture(GL_TEXTURE1);
            texture->unbind();
            glActiveTexture(GL_TEXTURE0);
            glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
            glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
#endif
        }
        texture->unbind();
        glDisable(GL_BLEND);
    }
}
예제 #2
0
void LanczosFilter::performPaint(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
{
    if (effects->compositingType() == KWin::OpenGLCompositing && (data.xScale() < 0.9 || data.yScale() < 0.9) &&
            KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects) {
        if (!m_inited)
            init();
        const QRect screenRect = Workspace::self()->clientArea(ScreenArea, w->screen(), w->desktop());
        // window geometry may not be bigger than screen geometry to fit into the FBO
        if (m_shader && w->width() <= screenRect.width() && w->height() <= screenRect.height()) {
            double left = 0;
            double top = 0;
            double right = w->width();
            double bottom = w->height();
            foreach (const WindowQuad & quad, data.quads) {
                // we need this loop to include the decoration padding
                left   = qMin(left, quad.left());
                top    = qMin(top, quad.top());
                right  = qMax(right, quad.right());
                bottom = qMax(bottom, quad.bottom());
            }
            double width = right - left;
            double height = bottom - top;
            if (width > screenRect.width() || height > screenRect.height()) {
                // window with padding does not fit into the framebuffer
                // so cut of the shadow
                left = 0;
                top = 0;
                width = w->width();
                height = w->height();
            }
            int tx = data.xTranslation() + w->x() + left * data.xScale();
            int ty = data.yTranslation() + w->y() + top * data.yScale();
            int tw = width * data.xScale();
            int th = height * data.yScale();
            const QRect textureRect(tx, ty, tw, th);
            const bool hardwareClipping = !(QRegion(textureRect)-region).isEmpty();

            int sw = width;
            int sh = height;

            GLTexture *cachedTexture = static_cast< GLTexture*>(w->data(LanczosCacheRole).value<void*>());
            if (cachedTexture) {
                if (cachedTexture->width() == tw && cachedTexture->height() == th) {
                    cachedTexture->bind();
                    if (hardwareClipping) {
                        glEnable(GL_SCISSOR_TEST);
                    }
                    if (ShaderManager::instance()->isValid()) {
                        glEnable(GL_BLEND);
                        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

                        const qreal rgb = data.brightness() * data.opacity();
                        const qreal a = data.opacity();

                        GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
                        shader->setUniform(GLShader::Offset, QVector2D(0, 0));
                        shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
                        shader->setUniform(GLShader::Saturation, data.saturation());
                        shader->setUniform(GLShader::AlphaToOne, 0);

                        cachedTexture->render(region, textureRect, hardwareClipping);

                        ShaderManager::instance()->popShader();
                        glDisable(GL_BLEND);
                    } else {
                        prepareRenderStates(cachedTexture, data.opacity(), data.brightness(), data.saturation());
                        cachedTexture->render(region, textureRect, hardwareClipping);
                        restoreRenderStates(cachedTexture, data.opacity(), data.brightness(), data.saturation());
                    }
                    if (hardwareClipping) {
                        glDisable(GL_SCISSOR_TEST);
                    }
                    cachedTexture->unbind();
                    m_timer.start(5000, this);
                    return;
                } else {
                    // offscreen texture not matching - delete
                    delete cachedTexture;
                    cachedTexture = 0;
                    w->setData(LanczosCacheRole, QVariant());
                }
            }

            WindowPaintData thumbData = data;
            thumbData.setXScale(1.0);
            thumbData.setYScale(1.0);
            thumbData.setXTranslation(-w->x() - left);
            thumbData.setYTranslation(-w->y() - top);
            thumbData.setBrightness(1.0);
            thumbData.setOpacity(1.0);
            thumbData.setSaturation(1.0);

            // Bind the offscreen FBO and draw the window on it unscaled
            updateOffscreenSurfaces();
            GLRenderTarget::pushRenderTarget(m_offscreenTarget);

            glClearColor(0.0, 0.0, 0.0, 0.0);
            glClear(GL_COLOR_BUFFER_BIT);
            w->sceneWindow()->performPaint(mask, infiniteRegion(), thumbData);

            // Create a scratch texture and copy the rendered window into it
            GLTexture tex(sw, sh);
            tex.setFilter(GL_LINEAR);
            tex.setWrapMode(GL_CLAMP_TO_EDGE);
            tex.bind();

            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, sw, sh);

            // Set up the shader for horizontal scaling
            float dx = sw / float(tw);
            int kernelSize;
            m_shader->createKernel(dx, &kernelSize);
            m_shader->createOffsets(kernelSize, sw, Qt::Horizontal);

            m_shader->bind();
            m_shader->setUniforms();

            // Draw the window back into the FBO, this time scaled horizontally
            glClear(GL_COLOR_BUFFER_BIT);
            QVector<float> verts;
            QVector<float> texCoords;
            verts.reserve(12);
            texCoords.reserve(12);

            texCoords << 1.0 << 0.0; verts << tw  << 0.0; // Top right
            texCoords << 0.0 << 0.0; verts << 0.0 << 0.0; // Top left
            texCoords << 0.0 << 1.0; verts << 0.0 << sh;  // Bottom left
            texCoords << 0.0 << 1.0; verts << 0.0 << sh;  // Bottom left
            texCoords << 1.0 << 1.0; verts << tw  << sh;  // Bottom right
            texCoords << 1.0 << 0.0; verts << tw  << 0.0; // Top right
            GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
            vbo->reset();
            vbo->setData(6, 2, verts.constData(), texCoords.constData());
            vbo->render(GL_TRIANGLES);

            // At this point we don't need the scratch texture anymore
            tex.unbind();
            tex.discard();

            // create scratch texture for second rendering pass
            GLTexture tex2(tw, sh);
            tex2.setFilter(GL_LINEAR);
            tex2.setWrapMode(GL_CLAMP_TO_EDGE);
            tex2.bind();

            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, tw, sh);

            // Set up the shader for vertical scaling
            float dy = sh / float(th);
            m_shader->createKernel(dy, &kernelSize);
            m_shader->createOffsets(kernelSize, m_offscreenTex->height(), Qt::Vertical);
            m_shader->setUniforms();

            // Now draw the horizontally scaled window in the FBO at the right
            // coordinates on the screen, while scaling it vertically and blending it.
            glClear(GL_COLOR_BUFFER_BIT);

            verts.clear();

            verts << tw  << 0.0; // Top right
            verts << 0.0 << 0.0; // Top left
            verts << 0.0 << th;  // Bottom left
            verts << 0.0 << th;  // Bottom left
            verts << tw  << th;  // Bottom right
            verts << tw  << 0.0; // Top right
            vbo->setData(6, 2, verts.constData(), texCoords.constData());
            vbo->render(GL_TRIANGLES);

            tex2.unbind();
            tex2.discard();
            m_shader->unbind();

            // create cache texture
            GLTexture *cache = new GLTexture(tw, th);

            cache->setFilter(GL_LINEAR);
            cache->setWrapMode(GL_CLAMP_TO_EDGE);
            cache->bind();
            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - th, tw, th);
            GLRenderTarget::popRenderTarget();

            if (hardwareClipping) {
                glEnable(GL_SCISSOR_TEST);
            }
            if (ShaderManager::instance()->isValid()) {
                glEnable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

                const qreal rgb = data.brightness() * data.opacity();
                const qreal a = data.opacity();

                GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
                shader->setUniform(GLShader::Offset, QVector2D(0, 0));
                shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
                shader->setUniform(GLShader::Saturation, data.saturation());
                shader->setUniform(GLShader::AlphaToOne, 0);

                cache->render(region, textureRect, hardwareClipping);

                ShaderManager::instance()->popShader();
                glDisable(GL_BLEND);
            } else {
                prepareRenderStates(cache, data.opacity(), data.brightness(), data.saturation());
                cache->render(region, textureRect, hardwareClipping);
                restoreRenderStates(cache, data.opacity(), data.brightness(), data.saturation());
            }
            if (hardwareClipping) {
                glDisable(GL_SCISSOR_TEST);
            }

            cache->unbind();
            w->setData(LanczosCacheRole, QVariant::fromValue(static_cast<void*>(cache)));

            // Delete the offscreen surface after 5 seconds
            m_timer.start(5000, this);
            return;
        }
    } // if ( effects->compositingType() == KWin::OpenGLCompositing )